Heroes of the Pacific Walkthrough :

This walkthrough for Heroes of the Pacific [X-BOX] has been posted at 26 May 2010 by Aiden and is called "Single Player Mission Walkthrough". If walkthrough is usable don't forgot thumbs up Aiden and share this with your freinds. And most important we have 2 other walkthroughs for Heroes of the Pacific, read them all!

Walkthrough - Single Player Mission Walkthrough

Page 1

Heroes of the Pacific Guide and Walkthrough
version 1.1
Copyright (c) 2005 Erik Harris demian23[at]stanfordalumni[dot]org
Please email corrections, suggestions, or errata to the above email address ;)
TABLE OF CONTENTS
1. Introduction
2. Game Options
2.1 Game Progress
2.1.1 Mission Progress
2.1.2 Plane Progress
2.2 Video Options
2.2.1 Subtitles
2.2.2 HUD Mode
2.2.3 HUD Position
2.2.4 Split Screen Mode
2.3 Control Options
2.3.1 Vibration
2.3.2 Vibration Intensity
2.3.3 Invert Y Axis
2.3.4 Camera Zoom
2.3.5 Flight Mode
2.3.6 Control Layout
2.4 Audio Options
2.4.1 Music, Effects, Speech Volume
3. Flight Training
3.1 Learning to Fly
3.2 Advanced Flight and Combat
3.3 Wingman Training
3.4 Dive Bombing Training
3.5 Torpedo Training
4. Campaign / Missions
4.1 Pearl Harbor
4.1.1 Surprise Attack
4.2 Wake Island
4.2.1 Combat Air Patrol
4.2.2 Wake Up Call
4.2.3 Evacuate the Admiral
4.3 Marshall Islands
4.3.1 Attack on Taroa
4.3.2 Rescue POWs
4.4 Coral Sea
4.4.1 Torpedo Lessons
4.4.2 Scratch One Flat-Top
4.5 Midway
4.5.1 Midway Patrol
4.5.2 Defend Midway
4.5.3 Battle of Midway
4.5.4 Sink the Mikuma
4.6 Guadalcanal
4.6.1 Strike at Guadalcanal
4.6.2 Tokyo Express
4.6.3 Backs Against the Wall
4.7 Gilbert Islands
4.7.1 Recon
4.7.2 A Million Men
4.8 Marianas
4.8.1 Rescue Usurper
4.8.2 Final Revenge
4.9 Philippines
4.9.1 Steal Prototype Jet
4.9.2 The Musashi
4.9.3 Battle of Samar Sea
4.9.4 End of the Kido Butai
4.10 Iwo Jima
4.10.1 Kamikazes Inbound
4.10.2 The Landing
4.10.3 Raise the Flag
5. Historical
5.1 Against All Odds
5.2 Flight of the Avenger
5.3 Chain Lightning
5.4 Zeros over Rabaul
5.5 Escape Over Rabaul
6. Revision History
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1. Introduction
--------------------------------------------------------------------------------
This is intended to be a guide and walkthrough for completing all the single
player missions. Each mission is rated in terms of difficulty on a scale of
1 to 10 and each objective is described along with strategies for completing
it. Also included are the historical missions, though these aren't necessary
to complete to unlock any planes or missions. There a quite a few planes to
unlock, and some can only be unlocked by completing whole campaigns on Ace
difficulty. There are a total of 36 planes, and 10 campaigns including 26
missions. Additionally, there are 5 short historical missions. In addition
to unlocking planes and missions, completing missions also earns upgrade points
that you can spend on planes you have unlocked. Completing missions at a higher
difficulty earns more upgrade points. Missions can also be repeated at a higher
difficulty to earn more points, or to complete secondary objectives that you
missed on the first pass. Missions can be flown at 4 difficulty levels: Rookie,
Pilot, Veteran, and Ace. The primary difference between these levels is the
amount of enemy armor, and the rate at which your guns accumulate heat
(at higher levels, you can't fire continuously because your guns heat up).
Enemies also fly with greater skill at higher levels.
-------------------------------------------------------------------------------
2. Game Options
-------------------------------------------------------------------------------
2.1 Game Progress
-----------------
2.1.1 Mission Progress: 10 Campaign areas and various sub-missions are
available to unlock. The five Historical missions are also listed
here. Kills, Accuracy, Upgrade points earned and Difficulty Rating
are tracked for each mission.
2.1.2 Plane Progress: This shows which planes you've unlocked for use in
missions. The upgrade slots available for each plane are shown as
empty ciricles that are checked for each upgrade purchased. Each
plane comes 1-3 upgrade slots (the first slot is the "stock" package
and is free when the plane is unlocked). There are 19 Allied planes
to unlock, and 13 Axis planes. Since each upgrade creates a
different variant of the basic model, this means there are 38 unique
Axis planes and 50 unique Allied planes to unlock! It should be
noted that Axis planes cannot be used in the Allied missions or
Historical campaigns.
2.2 Video Options
-----------------
2.2.1 Subtitles: On or off, depending on if you like subtitles.
2.2.2 HUD Mode: Full, Minimal, or None. Full mode is the default, and
displays all HUD elements. Minimal gives you a weapon display and
a compass only. None is for the purists who want a fully realistic
flight experience (without instruments).
2.2.3 HUD Position: Normal, or Edge. Edge pushes the HUD elements out to
the far corners of the screen, but overall is not too different from
normal.
2.2.4 Split Screen Mode: Horizontal or Vertical. Usable only in
Multiplayer Split Screen games.
2.3 Control Options
-------------------
2.3.1 Vibration: On or off, depending on if you like vibration.
2.3.2 Vibration Intensity: 1-10, depending on if you like vibration a LOT,
or just a little... Diff'rent strokes for diff'rent folks!
2.3.3 Invert Y Axis: Yes, or No. Default to yes. Does anyone actually
play flight sims WITHOUT an inverted axis?
2.3.4 Camera Zoom: Toggle ON/OFF, or Hold Down. The Y button is used to
zoom, and this allows you to change the zoom behavior. If you like to
dogfight and fly zoomed in, use the Toggle to leave it on,
otherwise, it's less complicated to just hold it down when you need
it.
2.3.5 Flight Mode: Arcade or Professional. Arcade mode is more friendly to
non-flight sim enthusiasts, and in my opinion better suited to a
console controller. It integrates natural rolling into right and left
turns, performed with the left thumbstick. Rolling can also be done
independant of turns with the right thumbstick (also the throttle).
Professional controls are true-to-life airplane controls and will be
more familiar to flight gamers. The Professional controls place Roll
and Pitch completely on the left thumbstick, and Yaw (Rudder) and
Throttle on the right.
2.3.6 Control Layout: The default control layout is Configuration A, which
is explained in the manual. Configuration B moves the throttle to
the trigger buttons and puts the weapon controls on the A and B
buttons.
2.4 Audio Options
-----------------
2.4.1 Music, Effects, Speech Volume: Adjust the relative volume of these
sound elements from 1-10.
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3. Flight Training
-------------------------------------------------------------------------------
The flight training missions are good for getting used to the basic interface
and controls of the game. The Dive Bomber and Torpedo missions are less useful
since the first missions in which you fly these planes include a tutorial.
Unfortunately, there's no bonus to be gained from completing the training
missions.
3.1 Learning to Fly
-------------------
You'll learn to fly in a P-40 Warhawk, which is one of the worst planes in the
entire game. This plane's primary purpose is to teach you how to stall, which
it does better and quicker than most heavy bombers. This training will teach
you how to take off, activate warspeed, stall and recover (or crash headlong
into the ground), fly through yellow circles, use Waypoints, use the Map, and
fly through more yellow circles! You'll then learn to land by flying through
the blue circles at the end of the runway (you are supposed to slow down, but
you can actually warspeed through the blue circles if you're in a hurry to
land).
Realize that warspeed is GOOD, it gets you places fast and you'll be using it a
lot. On the minimap, objectives appear as yellow circles, waypoints as a white
circled W, and friendlies are blue blips. Enemies (not in the training) are red
blips, and enemies that are objectives to kill are yellow circled red blips.
This basic training is not necessary, but is useful
in getting acquainted with the basic controls and the layout of Hickam Field.
The first mission is Pearl Harbor, and there is virtually no learning curve.
You'll need to already know how to fly, shoot and use the map. There is no bonus
for completing this or any other training mission. Interestingly, the
environment of Hickam field is fully destructible, and there's no penalty for
blowing up all the buildings on the ground just for fun!
3.2 Advanced Flight and Combat
------------------------------
This training mission will teach basic dogfighting and strafing skills. You'll
first be asked to shoot static baloons, pretty easy, but you're under a time
limit. Next you have to tail Capt. Richards and land a certain number of hits.
Then, you'll provide air support for a ground battle, strafing Japanese jeeps
engaged in a fight with US jeeps. You'll have to kill at least 10 jeeps before
time expires to get a atta-boy from Richards. If you' don't, no big deal, you
still pass. After time expires, you once again get to land by flying through
the blue circles to complete the training.
Critical things to take away from this training are: Lead your target. Watch
the bullet stream and the targeting reticle to get the right lead. Use the Next
Objective, Closest Target buttons to stay oriented in combat. Also, greater
speed increases your turning radius. Slower speed tightens it. Go fast on the
straights, and slow when turning, looping and diving for the best result. When
strafing, if you're not facing enemy ground fire, slow WAY down for maximum
damage and accuracy (but don't slow down so much that you hit the ground).
Strafing is also best done in straight, long lines. Line up your attack and
make one long pass, then go way out, circle around, and line up for another
pass.
3.3 Wingman Training
--------------------
In this training you'll have to execute the four basic Wingman commands:
Form Up, Break, Defend, and Attack. They are used as follows:
Form up puts your wingmen in formation behind you. They'll follow you and attack
anything the comes in front of them. They'll stay roughly where they are,
however, so this is not a very effective command unless you're making a run on
slow or stationary targets.
Break allows your wingmen to break off and dogfight. If there aren't any
enemies, theyll just circle and wait for a command.
Defend causes your wingmen to defend either an area, a bomber unit, or a ship.
Defend is essentially a Break command that orders your wingmen to attack
anything that comes near.
Attack instructs your wingmen to attack the unit type that you currently have
targetted. This means they will attack ground targets, fighters, bombers, ships,
or whatever your currently highlighted target is in the same general area as the
unit you have targetted. This is by far the most useful command to issue wingmen
as it allows you to delegate responsibility for simple objectives in a battle to
your wingmen while you deal with more challenging objectives.
After you've successfully executed all four commands, you can stay and dogfight,
or just land at Hickam field to end the training.
3.4 Dive Bombing Training
-------------------------
For Dive Bomb training, you'll be flying the SBD-2 Dauntless, a pretty decent
plane, and ironically a better FIGHTER plane than the P-40 even though it's a
dive bomber.
Dive bombing is fun, and pretty easy. The two keys are speed and dive angle,
both of which have HUD indicators that will pop up when the game detects that
you're entering a dive. The dive angle needs to be steeper than about 45
degrees, and your airspeed needs to be above 200 mph. Neither is difficult if
you enter a dive from any decent height. I recommend having quite a bit of
height prior to entering a dive to allow time to pull up, otherwise you'll
become a kamikaze pilot instead of a dive bomber. Don't be afraid of releasing
the bomb from pretty high up, just dive straight at where you'd like it to land,
release, then pull up. You can usually release more than one bomb in quick
succession for more damage! Why not? The Dauntless carries two, and you can
practice releasing both in a single dive attack.
To pass dive bomb training, you'll need to sink first a stationary cargo ship,
then a smaller troop transport, and finally a full destroyer, complete with AA
guns. To minimize damage from AA fire, try to dive from as high and vertical
over the ship as possible, and use warspeed to fly in a straight, low line
directly away from the ship after you pull up.
3.5 Torpedo Training
--------------------
For Torpedo training, you'll be flying the colorful, but pathetic TBD-1
Devastator. The Devastator flys absolutely terribly, but luckily it only needs
to fly slow and low to drop torpedos. This, it does fairly well.
Using torpedos is similar to dive bombing, but a little more technical. It
requires less aerial gymnastics, but more judgement and timing. In order to
successfully launch a torpedo, you have to point yourself at a target, come in
low and slow, and release the torpedo. Two HUD indicators similar to the Dive
Bomb indicators will come up when the game thinks you're entering a torpedo run.
The upper indicator is a height indicator, and the lower is an airspeed
indicator. In order to launch the torpedo, you'll have to be lower than 100 ft.
and slower than 105 mph.
Once the torpedo is launched, there's the problem of hitting the target. The
torpedo is fast, but still takes a while to get to its target. As such, you'll
need to lead moving targets substantially depending on your distance at launch.
You can hold down the fire button to get a "weapon view" of the torpedo to see
how far you're off and how much adjustment to make. Note that while you're in
this view, you won't be able to move your plane, so don't do this if you're
under attack. Torpedos also take at least 600 ft. to arm, or they won't explode
when they hit. You shouldn't ever be getting anywhere near this close to an
enemy ship with a torpedo plane, however, because the AA fire will cut you to
pieces. The advantage of torpedos is one of RANGE, so stay far away and learn to
lead targets. You should be able to launch from 4-6,000 ft. away accurately.
If you launch from much closer than 3,000 feet, you'll risk coming within range
of the ship's AA defenses.
In order to pass torpedo training, you'll first need to sink a stationary ship
with a single torpedo, then a live cruiser with three or four torpedos. If you
do this correctly, you shouldn't take any damage at all.
-------------------------------------------------------------------------------
4. Campaign
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4.1 Pearl Harbor
----------------
Difficulty: 3/10
-------------------------------------------------------------------------------
4.1.1 Surprise Attack
---------------------
This mission re-enacts the historical attack on Pearl Harbor from the point of
view of an American pilot (you). Your objectives will be to take out various
waves of fighters and bombers that threaten the base. It's a good idea to stay
clear of the harbor itself since there's a lot of flak out there, and fighters
that will distract you from your objectives.
Primary Objective: Save five grounded Warhawks
-----------------------------------------------
You'll need to kill the three marked Zeros coming in from the East. Zoom in to
get some long-range shooting as you fly head-on toward them. Try to kill at
least one from this very favorable position. After they pass you, slow down,
swing around and finish them off from behind. They'll focus on going after the
airfield, leaving their 6 vulnerable. Make sure you're going after the right
zeros by using the B button to target them.
Primary Objective: Save fourteen Hickam hangars
------------------------------------------------
Four Val dive bombers will come in from the Northwest. Use warspeed to
intercept them as far from their target as possible and use the same tactics
against them as you did against the zeros attacking the airfield. Try to kill
one or two before they reach the airfield. Since they will focus on the hangars
instead of you, you can hang back and use the diving Vals for target practice.
You'll probably lose at least one hangar if you're using the P-40 since the
P-40 just doesn't pack the firepower to stop these bombers in time. You can
afford to lose three hangars without failing the mission.
Secondary Objective: Intercept Torpedo Bombers
-----------------------------------------------
Four B4N1 Kate Torpedo Bombers will be coming in from the Southeast. Use
warspeed to intercept them, try to take one off from the front, then swing
around and chase them from behind. Don't get too close because the Kates are
really slow and have tail gunners, meaning you can end up flying up into the
midst of their formation and have no shot, but still be taking a lot of fire.
Try to keep them at least 1000 feet ahead of you and slow all the way down.
You should be able to pick them off one at a time with little trouble.
Primary Objective: Save twenty oil tanks
-----------------------------------------
Several zeros will spawn from points to the South and East and will attempt to
attack the oil tanks near the center of the base. Unlike the other targets you
have thus far engaged in this mission, these zeros will stop their attack on
the oil tanks to engage you if you fire at them. This is a good thing, because
it will stop them from taking out the oil tanks and failing the mission for you.
If you take too long killing each Zero, it's likely you'll lose a few oil tanks.
You can afford to lose five of the twenty five and still pass. Once you hear
that the California has been torpedoed, you'll be very close to finished. The
mission will end with the Arizona sinking when its magazine explodes.
Unlocked:
---------
Mission: Surprise Attack
Axis Plane: A6M2 Zero
Axis Plane: B5N1 Kate
Wake Island Campaign
--------------------------------------------------------------------------------
4.2 Wake Island
---------------
4.2.1 Combat Air Patrol
-----------------------
Difficulty: 7/10
Primary Objective: Intercept Pete Scouts
-----------------------------------------
Four Pete Scouts are to the North and West of the Wake Island base. They're
headed south, and you will need to intercept and shoot them down before they
get back to their carrier. Pete scout planes are slow, and not too tough, but
they do have some firepower. It's best to intercept them from the side or upper
rear to avoid the front and tail guns.
Primary Objective: Save five Wildcats
Secondary Objective: Personally destroy eight Petes attacking Wildcats
----------------------------------------------------------------------
The squadron of Wildcats is in formation directly to the North of Wake Island.
The Petes are intercepting them from the East. Because they're so far away,
you'll need to use a lot of Warspeed just to get within range. Get into the
thick of the fight as quickly as you can, and use the map to focus your attacks
on Petes that are closest to allied Wildcats. This mission can be really tough
at the higher difficulty levels because your allies will die so quickly. You
start out with 11, and can afford to lose six, but it seems like you'll lose
one nearly every thirty seconds. The battle is very three dimensional, meaning
Petes will be flying both above and below you, and they'll be using evasive
tactics. Try and draw the Petes off of Wildcats that they're pursuing by firing
at them. About half the time, they'll abandon the attack on the Wildcat to chase
you, and you'll have an easy time shooting them down as they turn to fly
straight at you. Assuming you can save at least five Wildcats, you should have
no trouble at all getting eight kills. The difficulty rating of 7 is assuming
that you're using an upgraded P-40. Flying this mission with a Seafire,
Lightning, or any other fast fighter with powerful guns is ridiculously easy.
Unlocked:
---------
Mission: Combat Air Patrol
Allied Plane: F4F-3 Wildcat
Axis Plane: F1M Pete
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4.2.2 Wake Up Call
------------------
Difficulty: 4/10
Primary Objective: Prevent north-west landings
-----------------------------------------------
Primary Objective: Prevent south-west landings
-----------------------------------------------
There are 5 craft for each of the western landing sites coming in from the
north-west. These craft are defenseless, and can be taken out easily in a few
strafing runs.
Secondary Objective: Protect Kuka Point anti-ship guns
-------------------------------------------------------
The Kuka point guns will be attacked by three zeros coming in from the North.
Intercept the zeros far to the North of the guns to prevent them from being
destroyed. If you're successful, the guns will take out the destroyer, meaning
you won't take a shelling while strafing the landing craft or flying over the
northwest area of the map.
Secondary Objective: Assist attack on eastern landing craft
------------------------------------------------------------
Several landing craft are coming in from the east. These landing craft are
sitting ducks, and you should have no trouble picking them off.
Primary Objective: Intercept Betty Bombers
-------------------------------------------
Primary Objective: Save four airfield buildings (out of 6)
-----------------------------------------------------------
There are three groups of four Betty Bombers coming in from the Southwest. Use
Warspeed to intercept and destroy them as quickly as possible. They'll come in
waves, and will move slowly, so you'll have plenty of time to intercept them a
long way from shore
Primary Objective: Fly low to locate Mini-Sub
----------------------------------------------
Primary Objective: Sink Mini-Sub
---------------------------------
The Mini-Sub will enter the harbor under the bridge on the southern shore.
Cruise around this area and look for the conning tower. If you fly low and slow,
the sub should be fairly easy to spot. Once you have located it, a good strafing
run will sink it. If you're having trouble finding the sub, it will follow a
route from the southern central ocean under the southern bridge (there's also
a northern bridge, so don't be mislead) and toward the pier and crane in the
northeast. Fly over this route and you're sure to spot it as long as you stay
low.
Unlocked:
---------
Mission: Wake Up Call
Axis Plane: G4M2 Betty
--------------------------------------------------------------------------------
4.2.3 Evacuate the Admiral
--------------------------
Difficulty: 8/10
Primary Objective: Destroy landing craft (9 total)
---------------------------------------------------
The landing craft are off the north-western shore and will take quite a while to
reach the shore. They are escorted by three PT boats. Since you should have
plenty of time, take out the PT boats first to avoid taking fire, then take out
all 9 landing craft.
Secondary Objective: Destroy Southern invasion force (12 total)
----------------------------------------------------------------
The invasion force will be coming south along the road from the bridge. It
consists of 8 Jeeps and four tanks. The jeeps will be travelling along the road
and the tanks will be stationed near the bridge. A few strafing runs will finish
these units off. Take them out before moving on to destroy the landing craft.
Primary Objective: Escort Admiral Howells to seaplane base
-----------------------------------------------------------
Immediately after destroying the last of the landing craft, start toward the
complex of buildings on the central Eastern shore. This is where the Admiral
will start out in his Jeep chased by enemy Jeeps. You don't have to kill all of
his pursuers to fulfill the objective as long as the Admiral lives. Nonetheless,
you SHOULD kill them all if you possibly can. Speed is of the essence because
you will not have long before you'll need to intercept the Kate attacking the
bridge.
Primary Objective: Intercept Kate dive bomber
----------------------------------------------
A single Kate dive bomber will spawn in the North headed for the North bridge.
If the bomber gets to the bridge, it's mission failed, so make sure you go after
this bomber immediately when told to do so even if it means the Admiral takes a
few bullets. He has a life-bar, he can handle it.
Primary Objective: Defend seaplane base
-----------------------------------------
Defending the seaplane base REALLY means intercepting and destroying the two Val
bombers coming in from the West. While intercepting these, you may be engaged
by zeros and Petes flying around the base. Ignore them until you have taken
down the Vals since allowing the Vals to hit the Seaplane base will fail your
mission automatically. After you've completed this objective, you should have
a few minutes of free time to shoot down the swarm of Petes that's suddenly
materialized. Do this now so that you aren't harrassed by them later.
Primary Objective: Escort Catalina carrying Admiral Howells
------------------------------------------------------------
Here's where the mission gets tough. You'll have to defend the Admiral's PBY
against four waves of Zero fighters. Although he does an pretty respectable
job of defending himself, the PBY is still no match for a swarm of zeros, and
on Ace difficulty you'll probably have to re-do this section several times due
to the Admiral being shot down. The first wave of zeros comes in from the
Southeast, and you should use Warspeed to intercept them well in advance of them
reaching the Admiral. The more you kill here, the easier your task will be
later. After the first wave of zeros gets by you, circle back and follow them
to the Admiral's PBY, taking care to stay behind them, sustaining fire. Assuming
you are able to kill all of the first wave of zeros prior to the second wave
reaching you, warspeed out to intercept the second wave, take out as many as you
can, then turn to engage the zeros attacking the Admiral. Once you're under
sustained attack, stay close to the PBY to draw fire and defend it from
incoming attackers. If you get drawn too far away from the PBY, it will come
under sustained assault and will be brought down.
Unlocked:
---------
Mission: Evacuate the Admiral
Historical Mission 1: "Against All Odds"
Allied Plane: F4U-1 Corsair
Axis Plane: D3A1 Val
ACE MODE FOR ALL MISSIONS: Allied Plane: Seafire
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
4.3 Marshall Islands
--------------------
4.3.1 Attack on Taroa
---------------------
Difficulty: 9/10
Primary Objective: Fly to Taroa
--------------------------------
If you fail this objective, hang up your controller now and get a new hobby.
Just head toward the big W on the map, flyboy. It's East of you. Once you pass
through the mystical portal, you'll see the island of Taroa ahead of you.
Some zeros will move to intercept you. You can engage them, but you should let
your wingman engage them while you move toward Taroa. Your priority should
be the ground targets on the island since you will have a limited amount of time
to destroy them.
Primary Objective: Destroy South radar tower
---------------------------------------------
Use the B button to highlight the South radar tower. A nice steady stream of
gunfire and a rocket or two will destroy it. Once the tower is down, you'll
have to turn to take out the rest of the island's infrastructure.
Primary Objective: Destroy AA defences
---------------------------------------
The AA guns are around the perimeter of the island except for the one in the
center where the airstrips cross. Some of them can be tricky to take out when
strafing from the island side because they're on a seaward slope. Having your
guns adjusted for ground attack helps substantially, as does turning to attack
the guns from the seaward side. After the AA guns activate (you'll be cued by
your wingman saying they "have your number"), be very careful about approaching
the guns from too high an angle as they'll have a clearer shot at you. Rockets
and bombs will help quite a bit with taking the guns out quickly. It can be
tough to find all the AA guns since they aren't always obvious. Use the B
button and the map to highlight them if you're having trouble. You have to take
out all the AA guns before the C-47s arrive, or it's mission failed.
Secondary Objective: Destroy grounded bombers (6 total)
--------------------------------------------------------
There are six bombers and numerous zeros parked in concrete stalls along the
sides of the runways. Drop a load of bombs and rockets into all these structures
to take out most of the grounded enemy planes. If you don't, your wingman will
warn you that the enemy fighters are rallying and/or the enemy bombers are
escaping. Even though you don't get an objective point for destroying the enemy
fighters, it's well worth doing so to avoid getting swarmed by them later in the
level. They can make guarding the C-47s MUCH more difficult, so get as many as
you can while they're not shooting back and dodging all over the place.
Primary Objective: Protect C-47s
Primary Objective: Intercept Zeros (12 total)
----------------------------------------------
These objectives are really one and the same. Four groups of three zeros will
approach from the East to attack the C-47s that are coming in from the West. In
order to prevent the C-47s from being shot down, you and your wingmen will need
to shoot all 12 zeros down. None of the other enemy planes will attack the C-47s
with priority (they attack you with priority instead), so shooting down the
12 zeros should buy the C-47s enough time to drop the paratroopers as long as
you remain in their vicinity to distract the non-objective Petes and zeros.
Especially in Ace mode, protecting the C-47s can be very difficult since the
enemy zeros on this difficulty setting are fast and tough. They also do a lot
of damage if they begin swarming around the C-47s, so make sure you use Warspeed
to intercept them as far to the East as possible. Also make sure you assign
your wingmen to attack these zeros. They will shoot some down, as well as
distract them from the C-47s. On Ace mode, you won't be able to shoot down all
12 yourself before they shoot down at least one C-47. They are simply too fast,
and you can't fire enough rounds to take all of them down quickly enough given
that your guns will start to overheat. If one of the C-47s is shot down, it's
mission failed.
Primary Objective: Recover Zero
---------------------------------
You'll have a few minutes to fly around and shoot things down until the Marines
secure the island. After they do, they'll recover a Zero for you to fly back
to the carrier. To get into the Zero, land your plane by flying through the
blue circles on the Northwest corner of the runway.
Primary Objective: Return to carrier
-------------------------------------
Sounds simple enough... The Zero is plenty fast, so you can just run for it.
Or you can dogfight and experience what flying a Zero is like. Watch out though,
because it's a lot more fragile than most American planes, and if you were
flying a Corsair before, you might rack up more damage than you expected. Save
some health for the battle with the Japanese Ace because you just might have to
take a rocket in the face and survive. Fly West toward the great glowing W in
the sky my son. You'll probably be chased by several enemy fighters, but if
you fly low and fast it will be hard for them to shoot at you.
Primary Objective: Defeat Japanese Ace (Kazuma Yamashita)
----------------------------------------------------------
The Japanese Ace is flying a RaidenJ6M2, a fast, well armed plane. It's equipped
with rockets and warspeed, both of which the Ace will use frequently. In
addition to the Ace, there will be two zeros flying as the Ace's wingmen. Don't
pay any attention to the zeros on the horizon. They won't attack you, and you
shouldn't waste any time or bullets trying to attack them. In my
opinion, the other zeros are more dangerous than the Ace, because they will
swarm around you and rack up a lot of damage with their guns if you don't take
them out first. The Ace will use a fairly predictable attack pattern. First, he
will charge straight on, firing guns and rockets full blast. Get in a few rounds
and then dodge before he gets too close. Because he's so aggressive, you may
collide with him, which will damage both of you for about a quarter of your
total health. He will then spend a while ducking and dodging, trying to line up
another charge. He'll probably use warspeed at this time. If you've already
taken out his wingmen, you can fly slow and just chase him, firing whenever he's
in your sights. Because you're flying slowly and you're more maneuverable at
slower speed, he'll have a pretty hard time lining up for an attack without you
shooting him to pieces. If you choose not to take out the wingmen first, try
to use warspeed to get as far away from them as possible. You'll have a few
moments alone with the Ace before the wingmen catch up (they don't have
warspeed) You can use this time to shoot at the Ace, then when the wingmen catch
up, use warspeed to run away again. Repeat this pattern until the Ace is dead.
After you've defeated the Ace, you can continue toward the waypoint, which will
take you back to the fleet.
Primary Objective: Land Zero on carrier
----------------------------------------
Fly through the blue circles to land. Voila! Easiest carrier landing you'll
ever stick in a foreign aircraft.
Unlocked:
---------
Mission: Attack on Taroa
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
4.3.2 Rescue POWs
-----------------
Difficulty: 6/10
Secondary Objective: Personally destroy Japanese interceptors:
--------------------------------------------------------------
In order to accomplish this objective, you have to shoot down all of the zeros
that appear between you and the island of Kaven. You will fail if one of your
wingmen shoots one down (which they will if they engage) so order your wingmen
to defend (down on the D-pad) immediately after takeoff to keep them near the
carrier while you take on the zeros alone.
Primary Objective: Destroy radio tower
---------------------------------------
The radio tower is on top of the island where the POW camp is located. Use B
to highlight it and take it out with a few rockets. It's also worth taking out
the towers on either side of the radio tower to save yourself some work later.
Later they'll be shooting back and you'll be on a time limit. Now they're not,
and you're not.
Primary Objective: Protect Landing Craft
-----------------------------------------
You'll have to accomplish several other objectives to protect the landing craft.
Accomplish the other objectives, and this one will be fulfilled automatically.
Since almost all of your objectives involve destroying ground targets, you
should concentrate on strafing any ground structures instead of dogfighting
with enemy fighters in your free time. Order your wingmen to engage the zeros,
Petes and Raidens that will periodically appear to patrol the area. Destroying
objective structures in advance of being notified of the objective will still
fulfill the objective, leaving you with less time pressure in later stages. If
you are having trouble with time pressure in this level, try to accomplish some
of the objectives in advance of being ordered to.
Primary Objective: Destroy Japanese PT boats (4 total)
-------------------------------------------------------
Four Japanese PT boats will appear from the South to attack the landing craft.
Strafe the PT boats to sink them. This is relatively easy as they don't present
a very credible AA defense.
Primary Objective: Protect Commandos
-------------------------------------
Again, protecting the commandos will be accomplished by satisfying the other
mission objectives that the commandos give you.
Primary Objective: Destroy Tanks (2 total)
-------------------------------------------
When the troops reach the first plateau, they will request air support to
destroy two tanks. Strafe the tanks to complete the objective.
Primary Objective: Destroy gun position (2 total)
--------------------------------------------------
There are two machine gun nests guarding the entrance to the POW camp. Take
these out to accomplish the objective. Like any hard-to-see objective, use
B to highlight them if you're having a hard time picking them out against the
background.
Primary Objective: Destroy POW camp gates
------------------------------------------
You can get this along with the prior objective if you line it up right. The
camp gates are right behind the machine gun nest.
Primary Objective: Destroy POW camp guard towers
-------------------------------------------------
The guard towers are all around the POW camp. Rockets are the easiest way to
take them out quickly.
Primary Objective: Destroy POW prison block
--------------------------------------------
Launch a rocket into the prison block to break it open. You can also shoot it
until it's breached.
Primary Objective: Destroy Betty bombers (2 total)
---------------------------------------------------
Use warspeed to intercept the Bettys far out to sea. You should easily be able
to intercept and shoot down both in plenty of time.
Primary Objective: Clear Japanese troops from village
------------------------------------------------------
You'll need to destroy all the structures in the village adjacent to the landing
craft. A few well placed rockets and/or bombs will accomplish this quickly. You
can also accomplish this objective in advance of being ordered to (like many
other of this level's objectives) by destroying the village in the downtime
between other objectives while you're flying around the island.
Primary Objective: Destroy mines
---------------------------------
There are numerous mines in the channel off the northwest shore of the POW camp
island. Fly low and slow to strafe as many of the mines in the middle of the
channel as possible. If you don't get to them in time, the landing craft will
run into them, taking damage, and possibly sinking. You can also shoot mines
during the downtime between earlier objectives (and you should, because there's
a lot of them).
Primary Objective: Destroy Japanese PT boats (4 total)
-------------------------------------------------------
Another four PT boats will move to intercept the landing craft as they try to
escape. Do them like you did the last four.
Primary Objective: Damage destroyer propellors (2 total)
---------------------------------------------------------
To complete this objective, you'll just need to shoot the area of each destroyer
highlighted in yellow. This will damage the propellor, and scare off the
destroyers. Of course, how they flee without their propellors intact, we'll
know. You could also bomb and sink them if you're really brave, but that's not
necessary and probably a little difficult with a fighter. One rocket to the
vulnerable area will get the job done. Once the destroyers start to flee, your
mission is a success! Easiest destroyers you'll ever off in a fighter plane...
Unlocked:
---------
Mission: Rescue POWs
Allied Plane: TBD-1 Devastator
Axis Plane: J2M2 Raiden
ACE MODE FOR ALL MISSIONS: Axis Plane: Focke Wulfe FW-190A-8
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
4.4 Coral Sea
----------------------------
4.4.1 Torpedo Lessons
---------------------
Difficulty: 2/10
Primary Objective: Sink damaged US transport
---------------------------------------------
The transport isn't a moving target, and you can sink it right after taking off.
Just get low enough and slow enough, then fire the torpedo. If you need a FAQ
to get this done, you're truly sad (no offense). But seriously, if the torpedo
interface is mystifying, look at section 3.5 of this FAQ or complete the Torpedo
training mission.
Primary Objective: Fly to D2 fuel submarine
--------------------------------------------
After you successfully torpedo the training dummy, the Lexington will radio and
request your assistance with sinking a refueling sub 20 miles to the South. Fly
South to the waypoint. When you come out of the waypoint, the refueling sub
will be dead ahead.
Primary Objective: Sink D2 fuel submarine
-------------------------------------------
Three well placed torpedos will sink the sub. It's escorted by two other
subs, so you might have a hard time placing the torpedos to hit the D2 instead
of the others. Sinking the others isn't BAD, it just wastes time. You need to
sink the D2 within a certain amount of time or it will escape. Make sure you
stay at least 3000 ft. away from the sub to avoid AA fire.
Secondary Objective: Personally destroy refueling Rufes (2 total)
------------------------------------------------------------------
Two Rufe seaplanes are refueling from the sub. Try and shoot at least one down
before they reach takeoff. Dogfighting in a Devastator is hardly anything to
write home about. Luckily, the Rufes aren't very nimble either.
Primary Objective: Sink I400
-----------------------------
After the D2 is sunk, you'll be asked to sink an even bigger sub, the I400
carrier sub. The I400 will launch Rufe fighters from its deck, but don't worry
about these. Let Callahan take them on while you focus on sinking the I400.
Stay at least 3,000 ft. away, lead the sub adequately when launching torpedos,
and be patient. 5 or 6 torpedos will sink the sub. Get used to leading the
target. If you do this appropriately, you can sink a ship from two miles out
and take no damage at all.
Unlocked:
---------
Mission: Torpedo Training
Allied Plane: SBD-2 Dauntless
Axis Plane: A6M2-N Rufe
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
4.4.2 Scratch One Flat-Top
--------------------------
Difficulty: 5/10
Primary Objective: Fly to Japanese fleet
----------------------------------------
Take off and fly straight ahead to the waypoint to warp to the location of the
Japanese fleet.
Primary Objective: Fly to Shoho
-------------------------------
The Shoho is the big ship straight ahead of you. As soon as you're within about
a mile of it, this objective will be complete.
Secondary Objective: Destroy Pete scout planes (7 total)
--------------------------------------------------------
Seven Petes will fly straight at your formation of Dauntlesses. Luckily, the
Pete is one of the few fighters that a Dauntless can actually handle rather
easily. Take out all the Petes to get an extra upgrade point. You don't have
to do it yourself, so order your wingmen to attack. You will have a time limit
to take out all the Petes, so do it as quick as you can. If Callahan's cutscene
plays, it's too late to complete the objective.
Primary Objective: Sink Escort destroyers
-----------------------------------------
Finally, some real fun with the Dauntless. The destroyers will take one, maybe
two direct hits with a bomb to sink. Try to get as close to vertical a dive as
possible to avoid taking flak. The worst angle to approach at is a 45 degree
angle because this will subject you to the most fire. As soon as you drop your
payload, level off close to the waves and use warspeed to get out of AA range
as quick as you can. Climb up to about 3,000 ft. and repeat this tactic until
all of the destroyers are sunk. To complete this objective quicker, order your
wingmen to attack the destroyers also. They're surprisingly effective and can
actually take out all the destroyers while you do nothing.
Primary Objective: Destroy Shoho AA
------------------------------------
The Shoho has four AA batteries, two Port, and two Starboard. Target the AA
batteries using the B button and order your wingmen to attack. Line up your
run at an altitude of about 2500 ft. to the side of the Shoho. The AA batteries
are located on the side of the ship, just below the flight deck, so you'll need
a shallower angle of approach to hit them dead on. One bomb will take out each
battery. If your wingmen are also attacking, you probably won't have to take
out more than one or two. At this point in the mission, you may also be
harrassed or pursued by enemy fighters. Ignore them and use warspeed to run.
You can't really hope to fight a Zero effectively in a Dauntless, especially
playing on Ace difficulty, and you'll need your armor to last the rest of the
level.
Primary Objective: Sink the Shoho
---------------------------------
The Shoho's a big target, and not too hard to hit. Try and drop two bombs per
dive for maximum damage in minimum time. Also instruct your wingmen to attack
the Shoho. Four or five bombs from you should be enough to sink it in addition
to the damage your wingmen will do. You'll still probably be taking AA fire
when coming in, so don't forget to pull up low to the water and use warspeed to
get at least 3,000 ft. away before climbing up to make another run.
Primary Objective: Return to US fleet
-------------------------------------
Fly West to the waypoing to return to the US fleet.
Primary Objective: Fly to USS Lexington
---------------------------------------
The USS Lexington is straight ahead of you, but between you and it are a horde
of strike planes. Unfortunately, the Lexington is now sinking.
Secondary Objective: Personally destroy eight strike planes
-----------------------------------------------------------
The Japanese strike force is a mix of zeros and Vals. The Vals are easier to
shoot down in a Dauntless than the more agile zeros. Kill eight for one more
upgrade point. Since there are only so many kills to go around, it might be
tough to get your share if your wingmen are shooting in formation with you.
Order them to break or defend to fly solo and avoid them stealing your kills.
Primary Objective: Protect destroyers (USS Morris and USS Anderson)
-------------------------------------------------------------------
Several Val and Kate bombers will fly in from the East to attack the Destroyers.
They will be escorted by zeros, but ignore them. It should be fairly easy to
take out Vals and Kates because they're slow, and intent on their target (the
destroyers). Make sure you dont' get behind them to avoid taking fire from
their tail-gunners. After a few minutes, the destroyers will finish picking up
the survivors and scuttle the Lexington. Mission accomplished.
Unlocked:
---------
Mission: Scratch One Flat-Top
Allied Plane: PBY-5 Catalina
ACE MODE FOR ALL MISSIONS: Allied Plane: Yakovlev Yak 3
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
4.5 Midway
----------------------------
4.5.1 Midway Patrol
---------------------
Difficulty: 5/10
Overview: This mission is somewhat frustrating for those of us who want to kill
everything that moves into our gunsight. It's actually a stealthy surveillance
mission in which it's better to avoid dogfighting (mostly because you won't be
able to in a PBY). Stay away from trouble, follow the mission instructions, and
this mission is easy. If you try to engage enemy aircraft or ships, it's nearly
impossible.
Primary Objective: Find Japanese Fleets
----------------------------------------
Take off in the Catalina and head northwest toward the waypoint. This will take